Monsters, Inc.
review by Carrie Gorringe, 2 November 2001
"There's nothing more toxic or
deadly than a human child. One touch would kill you, " explains
Monsters Inc. CEO Henry J. Waternoose (Coburn) to his employees, as
he admonishes them to take more care when at work. Unfortunately,
the employees are a high risk for having that experience, since
their job descriptions require them to play upon the traditional
childhood fears of monsters lurking in the closet. Monsters, Inc.
is the only power supplier to the city of Monsteropolis, and the
source of that power lies in the screams of human children.
Operating from a "scare floor" arrayed with rows of interchangeable
closet doors that are really time portals, the monsters hurtle
themselves through sometimes incredible distances and regions to
reach their nightly "targets". Once they arrive, they must eke out
the loudest scream possible: the louder the scream, the more power
it generates. Without those screams, they, and their city, would
die. Unfortunately, a wrench has fallen right into the clockwork,
threatening the monsters' supply of safe, clean power: just as
Monsteropolis is experiencing an energy shortage, most contemporary
children have become so jaded that the concept of monsters leaping
through closet doors with snarls and growls poised on the tip of
their lips inspires no more than a yawn. Now the monsters are under
pressure to pardon the expression obtain more charges from their
charges.
With loud screams
at such a premium, it's not surprising to discover that Monsters,
Inc. offers considerable incentives to inspire them. James P.
Sullivan (Goodman), "Sulley" to his friends, is an eight-foot high
monster, swathed in what looks like a turquoise-fuschia pile of
Orlon straight out of the reject pile, has a congenial attitude, and
an indefatigable ability to generate horrific ear-splitting screams,
thereby making him the most valuable of Waternoose's employees.
Sulley is on track to win the award for producing the greatest
number of screams, but he isn't going to win easily. Randall Boggs,
a chameleon who is ferocious in both demeanor and jealousy, is
obsessed with toppling Sulley's reign regardless of the time, effort
and lack of morality required to accomplish the task (Although
Randall leaves much of the dirty work to his sniveling assistant,
Fungus voiced by Muppeteer-turned-director Frank Oz -- he is more
than willing to deliver the coups d'ιtat personally).
One
night, Sulley discovers the extent of Randall's attempts to
overthrow him. While cleaning up some paperwork for his one-eyed
friend and scare assistant, Mike Wazowski (Crystal), Sulley
discovers that Randall's portal is still sitting in its docking bay,
instead of being in storage. Curiosity brings him in contact with
the object of Randall's constant torments, a three-year-old girl
(Gibbs) who, upon meeting Sulley, resists all attempts to stay in
her bedroom. Finally running out of options, Sulley reluctantly
takes her back to his apartment, knowing that she will suffer severe
punishment if she's caught (Waternoose's attitude toward children is
merely a restating of official policy in Monsteropolis). He involves
Mike in his scheme to get the child, who is given the name "Boo",
back through the portal before the Child Detection Agency (Monsteropolis'
anti-child SWAT team) detects her presence -- or her absence.
Sulley and Mike's attempts lead to a great deal personal stress
Mike interrupts his date with the love of his life, a sultry Cyclops
named Celia (Tully) -- slapstick chaos, pathos and peril, especially
when it becomes obvious that Randall is not the only one at
Monsters, Inc. with desperate ambitions.
Visually,
the film is peerless. Monsters, Inc. establishes new
benchmarks in computer animation. Both in part or as a whole, the
Pixar team has created a new and cleaner visual style, one that
eliminates many of the problems inherent to designing and generating
computer-animated images. These achievements are especially evident
when considering the major difficulty that animators have faced,
whether working with pen and ink or with pixels: the ability to
generate realistic-looking human characters. (In both Toy Story
and Toy Story 2, all of the human figures looked more
toy-like than the toys themselves, with a bloated, "bubble"-like
appearance). With the character Boo, lead animator Dave DeVan has
edged even closer to the realization of that goal. DeVan, a Pixar
veteran who also worked on the designs for Woody and Buzz Lightyear,
has depicted a child who is a persuasive facsimile of her human
counterpart. She cries, she laughs but, more importantly, and
most of the time, she looks like she is actually a part of the
scenes in which she appears: in other words, her body doesn't stick
out awkwardly from the background. As usual, Pixar has maintained
its already high standards in creating the overall visual concept of
the rest of the cast: the use, placement and movements of fur,
eyeballs and claws have been managed with what seems to be almost
instinctive perfection. Monsters, Inc. with a wonderful and
bizarre blend of the monstrous and the entertaining.
After viewing
Monsters, Inc., it's evident that The Pixar teams have also made
amazing leaps in constructing action sequences. This methodical
reconsideration of how to make things and monsters move in a
grand scale has resulted in animation that makes the eyes pop, as in
the scene in which Sully has to ride a sled down a mountain. The
overall effect is pictured from Sulley's point of view, and every
aspect of it from the mad descent to the rendering of the
snowflakes is so perfect that your eyes are transfixed in awe at
the artistry not to mention the computing power -- required to
create them. The real proof of genius, however, lies in the film's
finale. It is set in the "door vault" where all of the closet doors
of Monsters, Inc are stored, before being whisked along over miles
of overhead conveyor belts to their intended place. The setup is an
obvious borrowing from the "baggage-room" sequence in Toy Story 2,
but one that has been expanded in complexity well beyond anyone's
expectations. Sulley and Mike must pursue Randall over, under and
through the doors in a massive warehouse. Since the warehouse holds
5.7 million doors, the journey takes on some extremely vertiginous
aspects for the audience, whose point of view becomes more of a
roller-coaster ride than watching a film.
The script for
Monsters, Inc. is pure Pixar: lots of wit and hilarious chaos.
But screenwriters Stanton and Gershon have taken advantage of Billy
Crystal's presence to fill the script with lots of opportunities for
screwball humor. The dialogue and situations bubble over with
persuasive wit and pathos without falling into either smugness or
sentimentality, but the manic humor, best embodied by the sly and
snappy one-liners which have been given, wisely to Crystal, and the
constant mad dashes down the hall of Monsters, Inc., tend to keep
the pace buoyant. When Mike and Sulley, for example. smuggle a
disguised Boo back into Monsters, Inc. in an attempt to send her
back to her room. Accidentally encountering Waternoose in the
company lobby, Mike quickly, with false casualness and nervous
mugging, flippantly explains that her appearance is part of the
annual "'Take an Obscure Relative to Work' day." Also present is the
trademark Pixar approach to "in"-jokes: subtle, almost throwaway,
gestures scattered sparsely throughout the film (For example, the
name of the sushi restaurant where Mike and Celia go to pitch woo is
named "Harryhausen's", a tribute to special-effects master Ray
Harryhausen, best known for his work on 1963's Jason and the
Argonauts). The screenwriting duo also provide a steady flow of
well-proportioned sentiment into the film, as the relationship
between Boo, Mike and Sulley develops, emotional gooiness is not
allowed much of an opportunity to seep into the proceedings. Even
the potentially sensitive issue of causing children endless
nightmares about monsters in the closet has been treated with care;
the writers always keep the fear factor to a minimum and enclose it
within lots of humorous situations (The other monsters' foul-ups are
a great source of humor.). Besides, there's no opportunity for fear
when you're laughing too hard and running to keep up.
Is
Monsters, Inc. flawless? Well, without giving too much away,
some might think that the film's storyline relies too heavily upon
certain traditional, hence well-worn scenarios. From a
retrospective glance, however, the use of familiarity really ensures
a secure base upon which to balance, and expand upon, an almost
inexhaustible amount of inspiration and talent. The end result is
indisputable proof of the filmmakers' ability to pick and choose
impeccably.
Monsters, Inc. is a perfect addition to Pixar's film library
or anyone's, for that matter. The film sets new and higher
standards for the visual "look" of future computer animation.
Coupled with a great script and Pixar's innate ability to match a
character with just the right actor (Goodman and Crystal's duo
establishes an unbreakable and persuasive rapport from the very
beginning), Monsters, Inc. is a delight. These monsters in
this closet are no illusion, but they might appear to be
considerably less scary.
Monsters, Inc. is preceded by a Pixar-produced short, For the
Birds, a simple tale about a flock of little birds who dislike
each other a lot, but discover that they dislike a goofy-looking
bird far more. They gather together and attempt to rid themselves
of this interloper, with embarrassing consequences. For the
Birds is a side-splitting illustration of how combustible the
mix of hostility and hubris can become. |
Directed by:
Pete Docter
Lee Unkrich
David Silverman
Starring:
Billy Crystal
John Goodman
Steve Buscemi
James Coburn
Mary Gibbs
Bonnie Hunt
Jennifer Tilly
John Ratzenberger
Frank Oz
Written
by:
Andrew Stanton
Daniel Gerson
Rated:
G - General Audiences
All Ages Admitted..
FULL
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